OgreBot 15.024 & ChainTab

Kannkor

Ogre
Hello everyone,

With v15.024, the ChainTab has been REMOVED!

..


...

Cause Chain1Tab through Chain3Tab have been introduced.
Unfortunately the renaming of the original chain tab was needed. This means a few things.

You now have access to multiple chain tabs.
If needed, more chain tabs can be easily added without affecting any existing chain tabs.
Unfortunately, you will need to recreate your chain tab AND you will need to remove "ChainTab" from your CA/Named CA list, and add "Chain1Tab".

And before I get 20 questions, no, this is not the new secret project. It will be very clear what it is soon enough.

Also worth noting: Troubadors, be sure to run a new spell export ( Type "ogre spell" into the console, and DO NOT ZONE until it's done. ). This will update the information about your abilities (such as your new blue AOE!).

I've updated the Troub tab, you have 2 choices on how things will work.

Priority - Combat
As soon as the target is in combat, it will Jcap them (assuming they don't have one on them already).
Issue: If the tank is a target, they generally enter combat first, so they are hit with it first.

JCap tab
Only fires when you have a valid kill target.

Keep in mind, at max reuse, it's 15s reuse with 33s duration. So if you have 3 people, the following will happen:
0s: Target1: 33s remaining
15s: Target2: 33s, Target1: 18s
30s: Target3: 33s, Target2: 18s, Target1: 3s
33s-45s: Target1 will not have JCap.
 

Kannkor

Ogre
I almost forgot! (I guess I did technically forget.. then remembered...).

Added 2 new options to the Settings tab (top right).

Accept Raid Ready checks, will auto accept those pesky checks.

Accept Dungeon Finder is ready checks. When you queue, and it pops up asking if you want to go, it'll say yes for you.
 

Sunomi

Senior Member
I'll bite and be the ra-tard for everyone who may be wondering the same thing:

Why would you want more than 1 chain tab?
- What's the usefulness / purpose?
- Is it related to specific classes (by concept) - ie preds/bards?

Can anyone give a basic example of how it would benefit a given scenario?

I only ask because I don't know :dunce: I have two setups I can run one with a troub or one with a dirge, one also with a assassin, one with a brigand so I'm trying to figure out how I'm going to use this new feature.

I'll be playing with it and I'm sure I'll figure it out by trial and error, just wanted to see what people are using it for.
 

Kannkor

Ogre
I'll bite and be the ra-tard for everyone who may be wondering the same thing:

Why would you want more than 1 chain tab?
- What's the usefulness / purpose?
- Is it related to specific classes (by concept) - ie preds/bards?

Can anyone give a basic example of how it would benefit a given scenario?

I only ask because I don't know :dunce: I have two setups I can run one with a troub or one with a dirge, one also with a assassin, one with a brigand so I'm trying to figure out how I'm going to use this new feature.

I'll be playing with it and I'm sure I'll figure it out by trial and error, just wanted to see what people are using it for.
Valid question. There's 2 specific scenarios I can think of.

Monks combination. They have 9 abilities, 3 jabs, 3 kicks, 3 punches. When you use a jab/kick/punch together, it procs a combination. So I set up 3 chain tabs, 1 for each "set". Unfortunately it's bugged (EQ2 bugged) so it actually lowers your dps.. lol.

Assassin - You could have 1 chain for PFT (Chain1), then a second chain for (I can't remember the name.. that one that makes you invis after casting an ability) and Fatal follow up.

So it would fire teh PFT chain when it could, otherwise it would fire off the other one.

You can have the same abilities in each chain, then add a few extra, to produce different chains. Yes, in some scenarios this is bad, because the bot can't predict everything.

Generally speaking, multiple chain tabs probably won't be used until a few people test them, however, it seems like this is the route SOE is going after to make new abilities etc...
 

Kevinshp

Well-Known Member
... I'll bitch slap you into next week. No.
Hey I put a smile face :)
Wanted to put a heroic opp in the middle of a RO.
Figured it wouldn't.

Besides I had a teacher that said "the only stupid question was the one never asked."
 

Kannkor

Ogre
Hey I put a smile face :)
Wanted to put a heroic opp in the middle of a RO.
Figured it wouldn't.

Besides I had a teacher that said "the only stupid question was the one never asked."
A chain side a chain is completely pointless. Just put the second chain INTO the first one.

Also, that teacher was being polite. There are plenty of stupid questions. The biggest one is the one that is asked twice.
 

larrydoyle

Senior Member
Did you adjust the default profiles to place what used to be in Chaintab into the new Chaintab1? For some classes I was less familiar with, I just stuck with the default cause it was doing pretty well. Now, I have no idea what the ability/sequence was in that tab to replicate in the new Chain1 tab :(
 

Kannkor

Ogre
Did you adjust the default profiles to place what used to be in Chaintab into the new Chaintab1? For some classes I was less familiar with, I just stuck with the default cause it was doing pretty well. Now, I have no idea what the ability/sequence was in that tab to replicate in the new Chain1 tab :(
I haven't updated the defaults yet. They won't auto-update either...

Here is a quick fix.

Open the save file:
Located:
.../innerspace/scripts/eq2ogrebot/save/
Find your file. Is named:
EQ2Save_server_toonname.xml
Right click and choose edit.
Search for..
Set Name='Chain'
Change it to..
Set Name='Chain1'
Save it.

Load it in Ogrebot, and it should now be on Chain1. Then you have to go to your CA/NamedCA tab, and remove the "ChainTab" and add in "Chain1Tab" in it's place.
 

Kevinshp

Well-Known Member
I haven't updated the defaults yet. They won't auto-update either...

Here is a quick fix.

Open the save file:
Located:
.../innerspace/scripts/eq2ogrebot/save/
Find your file. Is named:
EQ2Save_server_toonname.xml
Right click and choose edit.
Search for..
Set Name='Chain'
Change it to..
Set Name='Chain1'
Save it.

Load it in Ogrebot, and it should now be on Chain1. Then you have to go to your CA/NamedCA tab, and remove the "ChainTab" and add in "Chain1Tab" in it's place.
If you loaded the new ogre would the toons chain still be in the file or would it be erased? If you didn't do the above edit before you ran ogre with the three chain tabs?
 

Kannkor

Ogre
If memory serves me correctly (and who knows if it does), when you save a profile, it wipes out any information in the profile, then dumps any current setting. Which is why you don't see every available option in your save.

So, if you have saved a profile, it'll be gone (unless you have multiple profiles).
 

Kevinshp

Well-Known Member
If memory serves me correctly (and who knows if it does), when you save a profile, it wipes out any information in the profile, then dumps any current setting. Which is why you don't see every available option in your save.

So, if you have saved a profile, it'll be gone (unless you have multiple profiles).
So it must be changed in each save so raiding save group save caster group Dave etc?
 

nezuld

Active Member
With the 3 chain tabs, will it choose only the one that has ALL abilities called within available?

ability 1 = 30s reuse
ability 2 = 40s reuse
ability 3 = 10s reuse

chain 1 = 1, 2, 3
chain 2 = 1, 3
chain 3 = 2, 3

Will the first one only execute if abilities 1, 2, and 3 are all up and the second one will execute only when 1 and 3 are up and the third only when 2 and 3 are up?

so it does chain1, then 2, then 3, then 2

Or does it look at the first ability and trigger based on that? I suspect the first choice but want to make sure.
 

Kannkor

Ogre
With the 3 chain tabs, will it choose only the one that has ALL abilities called within available?

ability 1 = 30s reuse
ability 2 = 40s reuse
ability 3 = 10s reuse

chain 1 = 1, 2, 3
chain 2 = 1, 3
chain 3 = 2, 3

Will the first one only execute if abilities 1, 2, and 3 are all up and the second one will execute only when 1 and 3 are up and the third only when 2 and 3 are up?

so it does chain1, then 2, then 3, then 2

Or does it look at the first ability and trigger based on that? I suspect the first choice but want to make sure.
Without actually figuring out the actual times of each ability, I can't tell you.
But priority is in order, so chain1 will always fire prior to 2 and 3 if all abilities are available.
So, if all 3 are available, chain1 will always fire first. If abilities 1 and 3 are available, but ability 2 is not, chain2 will fire, etc etc.
You'll want to be careful duplicating too many abilities in chain tabs because it will hold abilities back.
Won't be an issue in the above scenario, but if you have more abilities, it will hold some back, then the other chain will fire, thus holding back abilities that it didn't need too.
 

nezuld

Active Member
Thank you, that is what I figured, but just wanted to be sure. I understand your concern about too many casts because they ALL have to be up to fire, so unless I want a VERY specific cast order on pull (with exact and extensive order) it may not ever trigger again unless I remove those casts from the normal cast rotation.

I appreciate your help
 

Kannkor

Ogre
Thank you, that is what I figured, but just wanted to be sure. I understand your concern about too many casts because they ALL have to be up to fire, so unless I want a VERY specific cast order on pull (with exact and extensive order) it may not ever trigger again unless I remove those casts from the normal cast rotation.

I appreciate your help
You don't have to remove anything from your cast order, because the chain tabs will prevent spells on the CA from casting if it will interfere.

Example:
Ability 1 has a reuse of 30 seconds, and is available now.
Ability 2 will be available in 28 seconds.

Ability 1 will NOT cast, because it would delay the chain.

Thing to keep in mind, generally speaking, abilities are only held back if they are under the "Chain#Tab" in the CA list.

In short, when "Chain#Tab" is found in the CA list, it updates the information to see which abilities it should hold back.
 

popo

Active Member
so if i'm reading this correctly, it would not make sense to have an ability in the CA & Chain tabs?

Ability goes off in Chain
Ability will be held from casting via CA tab for next chain event? (when all abilities ready to fire)

abilities should go in one or the other, not both. or is there an example where an ability would fire out of both tabs?
 

insanitywiz

Senior Member
They always fire in both tabs.

How the chain tab works, is it waits for the LONGEST recast ability in your chain tab to be ready, and then holds off firing any of the chain tab abilities until they are all ready, then fires the chain tab.
 

Kannkor

Ogre
To further what Insanzity said.

Lets look at an example..
We have 3 abilities.
Kick - 5s reuse
Punch - 1 minute reuse
Nuke - whocares

My Chain tab looks like this:
Kick
Punch

My CA tab looks like this
Chain1Tab
Kick
Punch
Nuke

You enter combat - the Chain tab will fire.
When the chain tab is done, it goes back into the CA tab.
It checks the chain tab - longest reuse is 60s (punch), so it will prevent any other abilities in the chain tab (in this case, Kick) to cast if the reuse is greater than the longest reuse, in this case, 60s of punch.

Well, 5s reuse is less than 60s of punch, so it will allow Kick to be used via the CA tab.
So lets fast forward a bit..
We get down to Punch being 4 seconds from ready, Kick on the CA is no longer permitted to be cast, because it would delay the chain.

Make sense?

Overall, the chain tab itself is a bit advanced, using multiple chain tabs is getting pretty high in logic... :)
 

Kevinshp

Well-Known Member
Afraid to ask but here goes anyway.
Is there a way I could turn off and on a chain tab via the MCP? I can do it by opening the named ca tap and blacking it out to turn off and unblacking to turn back on. I have a chain that works best when mob is below 30%. Would be great to be able to turn on easly.

Thanks

The toon is an assassin fyi
 

Dooby

Active Member
;) I almost put in a request to enable doing what you're talking about with anything, Kevin...then realized Kannkor would hate me forever.

Wouldn't it be nice if there was a way to set "conditions" on stuff in the CA/Named CA tabs similar to the priority tab?

Pick the mob property (health/aggro toward you/Is Casting/whatever), an operator (>, <, =, etc.), and condition (30/100/true/etc.).

So, in that way you could set CA's to fire only when the mob is > 70% or < 30%...only if your threat is < 90, or only if the mob is casting "kill da ranja", or has a buff called "back atcha")...or whatever.

I know, it's silly....sounded doable and straight forward to me at first....then figured that Kannkor is already flat out doing stuff like fixing smart AE for rangers. ;D
 

Kevinshp

Well-Known Member
;) I almost put in a request to enable doing what you're talking about with anything, Kevin...then realized Kannkor would hate me forever.

Wouldn't it be nice if there was a way to set "conditions" on stuff in the CA/Named CA tabs similar to the priority tab?

Pick the mob property (health/aggro toward you/Is Casting/whatever), an operator (>, <, =, etc.), and condition (30/100/true/etc.).

So, in that way you could set CA's to fire only when the mob is > 70% or < 30%...only if your threat is < 90, or only if the mob is casting "kill da ranja", or has a buff called "back atcha")...or whatever.

I know, it's silly....sounded doable and straight forward to me at first....then figured that Kannkor is already flat out doing stuff like fixing smart AE for rangers. ;D
ya I have been poking him on a mob health % cA for a long time. I thought Kannkor Loved me :-(
 
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mersa

Active Member
chain tab for Assassin

just got back from oversea's and am a bit lost with the new chain tab set up can anyone post set up for multi chain set up for Assassin. go away for a year and poof.
 

dbrown333

Member
Really? I'm using all 3 and wish I had more.

Why? well, Assassinate makes sense to be on named only, but it's also good as part of a Predator's Final Trick Chain and within that, other CA's need to fire to make Fatal Followup II work well - so Chain1 is in the Named CA only bit.

Chain 2 and 3 are similar BUT one is a chain with PFT, and the other is a similar chain with Concealment. Neither has Assassinate in them so these are in the normal CA bit.

A 4th tab to try and see how Frontload, Exacting + some of the DOTS can combine would be good (but not important enough to ask for).

Of course - the disclaimer here is I might be missing something obvious and not need so many chain tabs for Assassin LOL. Maybe if there's a way to combine chain 2/3 and have Predator's Final Trick OR Concealment fire then I can drop one chain, but I've assumed if I make PFT and Concealment both (O)ptional then the entire chain can fire without either of those being up?
 

crunked

Active Member
Really? I'm using all 3 and wish I had more.

Why? well, Assassinate makes sense to be on named only, but it's also good as part of a Predator's Final Trick Chain and within that, other CA's need to fire to make Fatal Followup II work well - so Chain1 is in the Named CA only bit.

Chain 2 and 3 are similar BUT one is a chain with PFT, and the other is a similar chain with Concealment. Neither has Assassinate in them so these are in the normal CA bit.

A 4th tab to try and see how Frontload, Exacting + some of the DOTS can combine would be good (but not important enough to ask for).

Of course - the disclaimer here is I might be missing something obvious and not need so many chain tabs for Assassin LOL. Maybe if there's a way to combine chain 2/3 and have Predator's Final Trick OR Concealment fire then I can drop one chain, but I've assumed if I make PFT and Concealment both (O)ptional then the entire chain can fire without either of those being up?
I have been thinking about setting up 3 similar tabs as you have done, would you mind sharing them with me?
 

Glocktor

Member
Odd timed abilities

I can see how easily a handful of the sneaking attacks that all have the same reuse timer can be put in 1 chain tab. Jug Slice, Eviscerate, & Fatal Followup come to mind. I was wondering if it would make sense to put some extras in there with a bit longer reuse to help boost up FF. Such as Mortal Blade. And then set it with the "optional" setting.

Does using this 'optional' setting keep from delaying the chain and only fire it when it is available? I surely don't want to delay this chain since this chain will be used for the bulk of the non-named mobs I have to clear through.

I would also like to incorporate PFT into it as an "optional" ability that doesn't hold the chain back, but adds significant dps every 4 minutes. Putting it by itself into a "named only" chain seems like a waste of resource...
 
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Glocktor

Member
CA/Named tab question

Also, I'm a bit perplexed on how I should go about incorporating the "named CA's". The problem is I only want to put one of my chain tabs in there which is virtually identical in every way to another chain tab of mine which I use for killing trash. All that is different is that it includes the big, bad Assassinate. But I really don't want this firing off immediately before anything else.

What are my options here? Seems to me the only solution that works is to duplicate my entire CA list in the Named CA list (and just place my chain tab w/assassinate where I want it). That way it won't be firing off too quickly.

Is there a better (and easier) way to go about this?
 

blackee

Senior Member
Also, I'm a bit perplexed on how I should go about incorporating the "named CA's". The problem is I only want to put one of my chain tabs in there which is virtually identical in every way to another chain tab of mine which I use for killing trash. All that is different is that it includes the big, bad Assassinate. But I really don't want this firing off immediately before anything else.

What are my options here? Seems to me the only solution that works is to duplicate my entire CA list in the Named CA list (and just place my chain tab w/assassinate where I want it). That way it won't be firing off too quickly.

Is there a better (and easier) way to go about this?
It would be cool if you could "flag" certain CAs as "Named only" within the CA (or chain) tab. I see it being similar to the "Maintained" or "Ignore Stealth" tag.

But, I have my entire CA tab rebuilt within the Named tab, except i use Chain3 vs. Chain2 for my assassinate PFT chain.
 

Kevinshp

Well-Known Member
Really? I'm using all 3 and wish I had more.

Why? well, Assassinate makes sense to be on named only, but it's also good as part of a Predator's Final Trick Chain and within that, other CA's need to fire to make Fatal Followup II work well - so Chain1 is in the Named CA only bit.

Chain 2 and 3 are similar BUT one is a chain with PFT, and the other is a similar chain with Concealment. Neither has Assassinate in them so these are in the normal CA bit.

A 4th tab to try and see how Frontload, Exacting + some of the DOTS can combine would be good (but not important enough to ask for).

Of course - the disclaimer here is I might be missing something obvious and not need so many chain tabs for Assassin LOL. Maybe if there's a way to combine chain 2/3 and have Predator's Final Trick OR Concealment fire then I can drop one chain, but I've assumed if I make PFT and Concealment both (O)ptional then the entire chain can fire without either of those being up?
All you need to do is make assassinate as optional this way you only need one PFT chain tab if assassinate is up it will use it if its not it will ignore it and cast everything else.
In my concealment chain I have followup as optional because I would rather have it go off during PFT.
Then I have an exacting chain that cast it then all my dots. Still not sure about that chain.


What I would love and keep bugging kannkor is to be able to have a chain set to go off when the mob is at a certin % of health so my assassinate chain will start at around 30% for full damage potential.
 
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